Left 4 Dead 2

Left 4 Dead 2

[VSCRIPT] Real Time Common Infected
58 Comments
acabó de encontrar ese comando que mencionastes con esté valor:
nb_update_frecuency 0.014 pero no lo puse en mi cvar ésto hace que los comunes corran sin retrasos verdad?
jajajaj que bueno que hables en español así es más fácil hablar, que raro que el comando -tickrate 60 no afecte en nada porque hice la prueba y primero entre al juego con mis mods y algunos plugins de sourcemod sin el parámetro y creé mi sala en pública y en servidor local y los veia correr lageados cuando venian en hordas, luego puse el comando volví a crear mi sala en pública y servidor local y ya veia a los zombies comunes correr normal sin lag.
Shadow  [author] 20 Jun @ 3:51pm 
Te explicaría más a detalle algunas cosas pero steam limita mucho los mensajes, cualquier cosa añadime y explico mejor las cosas :demoticon:
Shadow  [author] 20 Jun @ 3:48pm 
Hola, veo que eres de Peru así que creo que puedo explicar mejor para ambos si escribo en Español. Para contestar tu pregunta. No, los lerps no afectan en general a todos los jugadores. 2ndo. Rarísimo la verdad, normalmente el parámetro -tickrate no anda, por más que le des un valor, se requiere si o si la ayuda externa con SourceMod y Metamod, si estás a 60-100 tickrate y los commons se ven lageados, entonces es porque nb_update_frequency no está andando, que hace que los commons se actualizen a un valor más rápido, te digo porque me ha pasado, y a varios amigos también.

• Si estás a 0.0 lerp o 100 lerp, y ves que los commons siguen lageados, significa que el vscript no está andando.
• Había por ahí algunos videos en Español, sobre como instalar bien Sourcemod y Metamod, te recomiendo que te instalés ese y luego uses un tickrate enabler, así te toma bien los ticks, el plugin de BHaType funciona bastate bien.
https://forums.alliedmods.net/showthread.php?p=2752405
I usually always use several scripts as the creator of my room and it happened to me that I saw the common zombies with delays as if I were with the lerps at 0 but I always play with the lerps in 100, what I did to solve that problem was to write in my launch parameters: -tickrate 60 and that solved that problem and I now see them normally as always.
It took me a long time to find that command by watching countless videos on YouTube to find the solution, it was very difficult for someone who doesn't know about these topics, but as The saying goes, he who seeks finds.
Hello, excuse my ignorance, if I create my room on a local server with a lerp for example 50, does the lerp affect all the players in my room or does it only affect me and for this addon to work only I should subscribe, right? or should I lower my lerps to 0 necessarily?
Doakes 31 May @ 7:24pm 
I do not use any blood texture replacers or extra gore mods, Real Time Common Infected works flawlessly. players connecting to my server are utterly thankful, 10/10!

my guess is if you are using anything that changes blood, gore, or gibbing, you may experience floating splatters and sprays
Zwed 12 Apr @ 6:23pm 
Unfortunately with this mod the blood splatters and blood sprays from common infected and other players are spawned not on body but in the air now. But the mod is good. If it is possible to spawn blood splatters with 0.0 delay too it would make it the best mod ever
MARCHESCHI 11 Mar @ 6:42am 
base
18 Feb @ 12:57am 
crazy, had 70FPS at lowest with this, 10/10 would let my local players be less lagged by commons
Shadow  [author] 7 Feb @ 5:26pm 
Hace que los commons se actualizen a tiempo real, en vanilla se actualizan cada 0.100 ms, yo lo puse para que se actualizen cada 0.0 ms, era tedioso que cuando jugas con lerps bajos, los commons se vieran a tirones, o teletransportandose, y si usabas lerps muy altos era horrible ponerse a calcular cuando dar m2 a un hunter o un jockey.
Aparte de eso, como bonus, si haces que se actualizen más rápido, haces que la hitbox quede acorde a lo que realmente se ve en la partida.

- Ojo, haces el juego más dificil, porque indirectamente haces que los commons piensen mucho más rapido, sos libre de probar si te gusta o no. :Horzine:
Leao 7 Feb @ 5:16pm 
aun no entiendo de que trata el mod
Mint Green 31 Jan @ 10:30pm 
It makes common infected STRONGER
MrSlenderTOP 28 Jan @ 10:11am 
que buen mod , espero que sea el ultimo :D
Black Wolf 7 Jan @ 7:43am 
great mod
Could you please tell me what is the lerp of your average random? As in someone that never touched their lerp or even modded the game.
Leon 31 Dec, 2024 @ 6:58am 
Thanks, will try it out later.
Shadow  [author] 31 Dec, 2024 @ 6:16am 
• To see your current lerp values in-game: net_graph 1.

Lerp values based on cl_interp:
cl_interp 0.1 = 100ms lerp
cl_interp 0.05 = 50ms lerp
cl_interp 0.033 = 33ms lerp
cl_interp 0.0 = 0ms lerp ( this is what you want to use with this mod )

• To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000. (This may cause lag; feel free to test it yourself.)
Leon 30 Dec, 2024 @ 8:52pm 
I think mismatching hitboxes isn't really the main issue here because I don't use any common infected mods except for some special infected. I hate it when I was shooting the commons since they have more in numbers than specials, and I have disabled most special infected spawn via vscript, so unless it's map scripted event or finale I kill commons most of the time. If hitboxes isn't the problem I believe it's the lerp settings' fault. So how do I modify them?
Shadow  [author] 30 Dec, 2024 @ 8:23am 
@Leon
This issue likely results from a combination of tickrate, hit registration, and server-client desynchronization (e.g., lerp settings).

Blood decals appearing without damage, stagger, or death happen when the hitbox is desynchronized from the model's hitboxes (common in GMod or CS:S). You may shoot an enemy repeatedly, filling them with blood decals, yet no damage is dealt. This is caused by purposely mismatching hitboxes or using exaggerated lerp values, leading to server-client hitbox desynchronization, which proves what you said.

Additionally, when meleeing an infected, you might hear the impact sound but notice no damage, indicating the hit didn't land. This is often due to lag compensation, for example, when playing as the Tank with high lerp values, causes the "long arms" effect.

• Set your server's tickrate to 66 or 100, and lower your lerp settings. which improves responsiveness.
Leon 29 Dec, 2024 @ 8:54pm 
I have a question and it has been bugging me for a long time:
When attacking commons or specials with firearms or melees, sometimes my attacks seems to have hit the target, but the target doesn't show any signs of being hit/staggering/dying. Blood decals appears on the part that was hit, and sometimes it may take several or more attacks to put them to death. Is this related to the tickrate things? Or is it something else causing it?
K4ká 17 Dec, 2024 @ 12:47pm 
very nice
Jakiy 1 Dec, 2024 @ 8:31am 
Not sure if this is better or not but their movement looks quite funny now.
steeg 30 Nov, 2024 @ 6:09pm 
On Valve Dev Community: sv_client_min_interp_ratio -1 = let clients set cl_interp_ratio to anything || sv_client_max_interp_ratio = If sv_client_min_interp_ratio is -1, then this cvar has no effect || So according to this, your sv_client_max_interp_ratio 0 has no effect. Are you sure those -1 & 0 are the ideal values?
Pluvillion 20 Nov, 2024 @ 1:51pm 
It's more of a "cosmetic" thing if anything as lowering lerp means you have more accuracy when sniping specials in particular, but having commons move in the same manner is more than welcome.

I'm seeing an influx of SourceMod mods being turned into v-scripts and I love that. Thank you for this!
Shadow  [author] 20 Nov, 2024 @ 7:12am 
@Melon
As for your question, yes, it might be possible. Increasing the tickrate makes them process movement a lot faster, which is one solution. However, some aspects of their behavior are hard-coded, so you would need SourceMod to make deeper changes, though I don’t have much experience with it.

I forced nb_friction_forward to 0 because it caused the commons to move back and forth instead of sticking to the player to hit them. At high tickrates, this made players miss their melee swings. I haven’t tested nb_friction_sideways yet, but I should definitely test it to see how it affects their movement. I’ve also found some other CVARs, so if I discover anything interesting, I’ll definitely share it or update the mod.

- edit: You could manually edit the navmesh using nav_edit, but it's pretty tedious.
Wee Wee 2.0 19 Nov, 2024 @ 8:10pm 
When I host a local multiplayer online, sv cheats doesn't work and it resets the settings.
Legoshi's Lover 19 Nov, 2024 @ 12:11am 
Random ass question but is it even possible to "upgrade" the game's pathfinding system for nextbots or is that hard-coded in? The way they move around corners is so goofy, they don't turn smoothly around corners and almost never run in a straight line.

Edit: (To not clog the comment section) apparently setting nb_friction_forward and nb_friction_sideways to values like 10 - 15 works well, the Witch is less stupid (the commons too since they use the same pathing) and "sharply turns" around corners instead of walking forward like a vehicle with too much momentum.
Shadow  [author] 18 Nov, 2024 @ 11:46am 
Probably because it sets sv_cheats to 1
дуже гарно' 18 Nov, 2024 @ 11:22am 
@Shadow
I found the source of the problem. For some reason, on the TUMTaRA map, the commons continue to behave jerkily and laggy
Shadow  [author] 18 Nov, 2024 @ 10:05am 
@Doc903
It affects all players, including the host, so... If you’d like to install the mod and give it a try, feel free to do so.
Shadow  [author] 18 Nov, 2024 @ 9:59am 
@NexPG
That is strange because there is no way other players could benefit if the host cannot. It is simply impossible since the host determines the update frequency for the commons. If the host is not applying these updates or benefiting from the addon, then the players connected to the server wouldn’t benefit either.
Just in case, make sure to check if you have any conflicting addons that might be causing this issue.
дуже гарно' 18 Nov, 2024 @ 8:53am 
If I install this addon, it does not work for ME on my local server. It is strange, why does anyone who connects to me get the benefits of this addon, but I do not
Doc903 17 Nov, 2024 @ 12:46pm 
So, do I need to even think about installing if I don't really play online?
Shadow  [author] 17 Nov, 2024 @ 6:05am 
@Luucy
Lerp stands for interpolation. It's a delay intentionally added by Valve to smooth out what players see in the game, but it's purely visual. Most players prefer setting their lerp to low values to make the game state on their screen closely match the server's. However, this can cause visual stuttering or "teleporting" effects because there's no smoothing.
• if you want to see what lerps you have in-game, use net_graph 1
• if you want to have low lerp, you need to set your cl_interp to a low value,
cl_interp 0.1 = 100 lerp
cl_interp 0.05 = 50 lerp
cl_interp 0.033 = 33 lerp
To uncap your lerp and allow it to reach 0.0, set cl_updaterate 30000.
Zombine 17 Nov, 2024 @ 5:20am 
0/10 No tiene virus, matate y grabalo perdedor supremo ?)
🌻 Luucy 🌻 17 Nov, 2024 @ 5:08am 
Sorry for the dumb question, but what does "lerp" mean, and how should I know if I have "low-lerp" in-game? 😅

I'm asking this because I've never seen them lag like that before...and I'm playing on a heavily modded game :)
4512369781 17 Nov, 2024 @ 1:56am 
@Shadow
Oh, I overlooked that.
Shadow  [author] 16 Nov, 2024 @ 1:38pm 
@4512369781
Yes, while "cl_interp_npcs 0.1" could be a fix, i think it's better to fix the actual problem, rather to rely on an ilussion. Also, you can't force cl_interp_npcs on all clients in a server, you would need to make them download an addon.
Dendoh 16 Nov, 2024 @ 12:29pm 
Love it
Wee Wee 2.0 16 Nov, 2024 @ 10:32am 
When I try to start a local server through the menu, sv_cheats get disabled and the commons are laggy again.
4512369781 16 Nov, 2024 @ 9:29am 
I only use "cl_interp_npcs 0.1" to fix the lag of common infected with 0 lerp, works fine on 30 tick.
Shadow  [author] 16 Nov, 2024 @ 8:23am 
Yes, Exactly.
multoghost 16 Nov, 2024 @ 5:16am 
so basicly i sacrifice my fps performance for everyones perfomance in a local server
무비 16 Nov, 2024 @ 4:29am 
Thank you so much for the useful mod!

I love how the zombies no longer collide
and the hitbox overlaps the model!
I STAPLE TAPEWORMS ON MY 15 Nov, 2024 @ 10:48pm 
not saying this as a request, but it would be neat if the number changed based on how many commons there currently were
덛덛덛덛덛덛 15 Nov, 2024 @ 8:24pm 
ㄴㅇㅅ
NotRussianGuy 15 Nov, 2024 @ 1:49pm 
shadowmannn
luca4808 15 Nov, 2024 @ 7:05am 
Grande Shadow! :cure:
墨染月𝑴𝑹𝒀 15 Nov, 2024 @ 2:44am 
actually, i set my server (100tick, not 30 tick in default) nb_update_frequency to 0 with a fix sourcemod (https://forums.alliedmods.net/showthread.php?t=344019) installed, then the zombies dont get stuck, although that plugin is experimental, it seemed running very well.
nelson010491 14 Nov, 2024 @ 9:27pm 
As I know nb_update_frequency influences the "commons can get stuck when trying to climb cars or some surfaces, or else they can also get stuck and crouched on some tables or low places" I set it to 0.03 or lower on 60 tick to improve the problem.